#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
layout (location = 3) in mat4 aInstanceMatrix;

layout (std140) uniform Matrices
{
	uniform mat4 view;
	uniform mat4 projection;
};

out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
out vec3 Position;


void main()
{
	gl_Position = projection*view*aInstanceMatrix*vec4(aPos,1.0);
	FragPos = vec3(aInstanceMatrix*vec4(aPos,1.0));
	Normal = mat3(transpose(inverse(aInstanceMatrix))) * aNormal;
	TexCoords = aTexCoords;
	Position = vec3(aInstanceMatrix * vec4(aPos, 1.0));
	
}